I was tossing a few ideas for vehicles around in the Rarity card game and realized that I haven't seen much in the way of famous vehicle designs. They probably found their way on here back when Kaladesh first came out, but I never saw them. It sounded like a fun enough idea and there are an endless amount of famous vehicles out there, so why not. It can be properly famous (Batmobile, etc.) or just culturally distinct (double-decker bus, etc.), whatever floats your boat. (Boat!... Perhaps not that basic.)

Stretch-LimoArtifact - Vehicle (U)Stretch-Limo's power is equal to the combined power of the creatures that crewed it this turn.Crew 1"Come on in, there's plenty of room!"*/4

Firefly Artifact - VehicleFlying: Firefly deals 4 damage to target creature blocking or blocked by Firefly and 2 damage to Firefly. Untap Firefly and remove it from combat. You may only activate this ability once per turn.Crew 41/4"Don't make me turn this ship around!"- Crazy Ivan

Koopa Clown CarLegendary Artifact - VehicleFlying, trampleWhen Koopa Clown Car enters the battlefield, you may search your library for an artifact creature card with converted mana cost 3 or less, exile it, then shuffle your library.Whenever Koopa Clown Car attacks, create two token copies of the exiled card that are tapped and attacking. Exile those tokens at the beginning of the next end step.Crew 45/5

Mystery MachineArtifact - Vehicle (R)At the beginning of each player's upkeep, that player investigates. (That player creates a colorless Clue artifact token with ", Sacrifice this artifact: Draw a card.")Mystery Machine can't be blocked as long as defending player controls a Clue token.Crew 15/5

Mystery MachineArtifact - Vehicle (R)At the beginning of each player's upkeep, that player investigates. (That player creates a colorless Clue artifact token with "2, Sacrifice this artifact: Draw a card.")Mystery Machine can't be blocked as long as defending player controls a Clue token.Crew 15/5

The Heart of GoldLegendary Artifact - Vehicle (M)While the Heart of Gold is revealed, it is also in all other zones. If it would leave a zone, instead it enters a zone at random. If it enters your library, shuffle it. (The zones are battlefield, hand, library, graveyard, the stack, exile, and the command zone. For hidden zones, only use zones owned by The Heart of Gold's owner. If an effect would affect The Heart of Gold's owner's library, the effect's controller chooses how it affects The Heart of Gold. While revealed, play does not cease due to The Heart of Gold also being on the stack.)Crew 14/2

Ark Artifact - vehicleCreatures crewing Ark are indestructible.Crew 6When ark enters the battlefield, take a card named Wrath of God from outside the game and put it into your exile zone with 3 time counters on it. It gains suspend.6/6

Street SweeperArtifact - Vehicle (U)Whenever Street Sweeper attacks, tap target land defending player controls. It doesn't untap during its controllers next untap step.Crew 2No parking on Fridays between the hours of 8am and 10am.2/4

DeLoreanLegendary Artifact-VehicleCrew 8Whenever DeLorean attacks for the first time each turn, untap all permanents you control. After this phase, there is an additional combat phase followed by an additional main phase.Great Scott, Marty! We gotta get you back to 1985!8/8

(Time travel generally is depicted in MtG as extra turns, but putting time travel on a vehicle lends itself more to Aurelia/Relentless Assault effects. Changing "creatures" to "permanents" with an additional main phase gets pretty close to an extra turn)

The Flying DutchmanLegendary Artifact — VehicleHasteAt the beginning of each player's upkeep, they gain control of The Flying Dutchman and untap it.At the beginning of your end step, if The Flying Dutchman didn't attack this turn, sacrifice a creature.Crew—Exile creature cards with total power 3 or greater from your graveyardNever to find rest in port, never to find warmth in light.6/6

Last edited by neru on Mon Mar 30, 2020 6:00 pm, edited 1 time in total.

The Flying DutchmanLegendary Artifact — VehicleHasteAt the beginning of each player's upkeep, they gain control of The Flying Dutchman.At the beginning of each player's end step, if The Flying Dutchman didn't attack this turn, sacrifice a creature.Crew—Exile creature cards with total power 3 or greater from your graveyardNever to find rest in port, never to find warmth in light.6/6

It'll be tapped when players gain control of it. Need a clause in there to fix that.

Magic School Bus — Artifact - Vehicle | RAs long as Magic School Bus is a creature, it has all creature types.: Choose a creature type. Magic School Bus has base power and toughness X/X until end of turn, where X is the number of creatures you control of the chosen type. Activate this ability only if Magic School Bus is a creature.Crew 22/2

TARDISArtifact - VehicleWhen TARDIS becomes a creature for the first time each turn, exile each creature that crewed it. You may return them to the battlefield at any time you could cast an instant. (You may do this as long as TARDIS is on the battlefield)Crew 30/4

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